Difference between revisions of "Cairo Station"

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| caption = "Defend the station's MAC gun from Covenant boarders."
 
| caption = "Defend the station's MAC gun from Covenant boarders."
 
| game = [[Halo 2]]
 
| game = [[Halo 2]]
| time = Easy: ~5:10; Legendary: ~9:00
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| time = Easy: ~5:10; Legendary: sub-10:00
 +
| previous = [[The Armory]]
 +
| next = [[Outskirts]]
 
}}
 
}}
  
 
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.
 
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.
  
Halo Runs record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links)  
+
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links)  
  
==First Encounter + Courtyard==
+
==Level Start and Commons R-01==
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.
+
After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.
  
 
===''On legendary''===
 
===''On legendary''===
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.
+
Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.
  
 
==First Hangar==
 
==First Hangar==
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.
+
Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [[Halo 2#Quick_Reload|quick reload]], and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.
 
   
 
   
 
===''On legendary''===
 
===''On legendary''===
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down.
+
Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!
 
 
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.
 
 
 
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.
 
  
 
==Second Hangar==
 
==Second Hangar==
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.
+
BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.
 
 
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.
 
  
 
===''On legendary''===
 
===''On legendary''===
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.
+
This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens.
 
 
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.
 
 
 
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.
 
  
==The Armory==
+
==Hallways, Armory, and Commons B-01==
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)
+
Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.
  
 
===''On legendary''===
 
===''On legendary''===
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.
+
Stick the first Stealth Elite then go to the other hallway and sword the second Stealth Elite. Stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. If sword flying isn't an option, you can jump onto the ledge to the right and up to the balcony. Jump across to the turret area.
  
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. Alternatively, you can fly to the Grunt to the left of the turret. And going up top is still viable as well.
+
Sometimes you can get a checkpoint right before the two large green boxes in the next room.
  
 
==Space==
 
==Space==
 +
Walking.
 +
 
===''On legendary''===
 
===''On legendary''===
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.
+
You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:
  
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.
+
Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.
  
====Method 1: Out of Bounds (1/5)====
+
Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.
 
  
====Method 2: The Swordfly (?/5)====
+
Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.
 
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.
 
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.
 
  
==Bugs==
+
==Drones==
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.
+
In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.
  
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line "follow my lead".
+
===''On legendary''===
 +
Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.
  
===''On legendary''===
+
If sword flying isn't an option for you:
If you go off to the right, save a nade for the murdersquad that will fly in behind you. Pick up a plasma pistol. If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it.
+
Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.
  
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Be wary of the Grunts, they have a tendency to toss grenades when you're behind the switch. Juggle the sword into the airlock.
+
==Space (second time)==
 +
Walking.
  
==Space (again)==
 
 
===''On legendary''===
 
===''On legendary''===
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.
+
The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice. Delay the checkpoint you get in the airlock until the door has opened.
  
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.
+
[[https://www.youtube.com/watch?v=3x_eU7wTJe8#t=4m40s Example]]
  
==Bomb Room (Pickle Room)==
+
The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.
Shotgun+stick everything. The level ends when everything dies.
+
 
 +
==Bomb Room==
 +
The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.
  
 
===''On legendary''===
 
===''On legendary''===
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes.
+
The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.
 +
 
 +
[[https://www.youtube.com/watch?v=rnvFhhGfDTY Example]]
  
 
[[Category:Levels|2-02]]
 
[[Category:Levels|2-02]]

Latest revision as of 09:25, 31 May 2016

Cairo Station
CairoStation.jpg"Defend the station's MAC gun from Covenant boarders."
Information
  • Game: Halo 2
  • Beginner Goals: Easy: ~5:10; Legendary: sub-10:00

  • Intermediate Goals: {{{time2}}}

  • World Class Goals: {{{time3}}}

  • IL Records: {{{time4}}}

  • Segmented Times: {{{time5}}}

    Halo 2 level navigation

    The Armory - Cairo Station - Outskirts

Cairo Station is the second playable level in Halo 2. See Halopedia for general information.

HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links)

Level Start and Commons R-01

After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.

On legendary

Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.

First Hangar

Noob combo the Elite, BR the Elite and Grunts coming out of the tube, quick reload, and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.

On legendary

Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!

Second Hangar

BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.

On legendary

This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens.

Hallways, Armory, and Commons B-01

Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.

On legendary

Stick the first Stealth Elite then go to the other hallway and sword the second Stealth Elite. Stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. If sword flying isn't an option, you can jump onto the ledge to the right and up to the balcony. Jump across to the turret area.

Sometimes you can get a checkpoint right before the two large green boxes in the next room.

Space

Walking.

On legendary

You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:

Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.

Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.

Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.

Drones

In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.

On legendary

Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.

If sword flying isn't an option for you: Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.

Space (second time)

Walking.

On legendary

The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice. Delay the checkpoint you get in the airlock until the door has opened.

[Example]

The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.

Bomb Room

The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.

On legendary

The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.

[Example]